Textures messed up on model
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- DarthD.U.C.K.
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Re: Textures messed up on model
thats exactly what it does, you can only view the UV of one model(/cluster) in xsi and therefore only stamp on UV
what did you expect "stamp UVs" to do?
what did you expect "stamp UVs" to do?
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
I expected it to make a whole texture of the entire model.
Ah well, so what I have to do is select each cluster and stamp a UV for each one? Makes sense...
Ah well, so what I have to do is select each cluster and stamp a UV for each one? Makes sense...
- DarthD.U.C.K.
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Re: Textures messed up on model
yes,
it wouldnt make sense otherwise because you could have 20 objects, each with different UV, and if you stamped all on ONE texture you wont be able to draw conclusions out of it
why do you want to stamp the UVs anyway?
it wouldnt make sense otherwise because you could have 20 objects, each with different UV, and if you stamped all on ONE texture you wont be able to draw conclusions out of it
why do you want to stamp the UVs anyway?
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
My textures keep messing up whenever I convert it to .msh (it's a Sketchup model, so it's all texture0.tga, texture1.tga, etc.), and I was thinking stamping the UVs might fix my problem.
- DarthD.U.C.K.
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Re: Textures messed up on model
no, that wont fix the prioblem
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
Crap.
Any ideas what will? I did the Alt-7 thing that Frag Me! suggested, and the texture thing was a little beyond my comprehension
Any ideas what will? I did the Alt-7 thing that Frag Me! suggested, and the texture thing was a little beyond my comprehension
- DarthD.U.C.K.
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Re: Textures messed up on model
alt+7 is the texture editor shortcut, it displays the UVs...
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
I know. But it was such a big mess of projections I didn't know what to do.
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VF501
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Re: Textures messed up on model
If you select a single cluster, it will only show the UVs for that cluster. If a single cluster has overlapping UVs, then will always look like a mess. So you would have to go back and redo the UV layouts.
I suggest you make a simple basic object in XSI, and practice using the UV editor on it.
Get>Primitive>Cube
Get>Material>Phong
Get>Texture>New from File
Select Unique UVs
Select Object
Hit Alt+7
Then mess around to see how UVs work. As a note, the colored edges you see in the Texture Editor tell you which sides connect to each other. So if you select something and the edges are highlighted, the edges with the same color connect to each other.
I suggest you make a simple basic object in XSI, and practice using the UV editor on it.
Get>Primitive>Cube
Get>Material>Phong
Get>Texture>New from File
Select Unique UVs
Select Object
Hit Alt+7
Then mess around to see how UVs work. As a note, the colored edges you see in the Texture Editor tell you which sides connect to each other. So if you select something and the edges are highlighted, the edges with the same color connect to each other.
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
Yeah...well eh, I know alot about UVs...and I have the whole model selected. And even at times when I only have a polygon selected, it still displays something like this:
Not very easy to comprehend...
*sigh*
Hidden/Spoiler:
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VF501
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Re: Textures messed up on model
Does each object have its own material?
If not, they'll all have the same texture that is attributed to the basic scene material.
The UVs in the screen cap, are just bad.
Easiest way to select UVs is to use polygon raycast selections to move them around. Good for separating out large sections.
If not, they'll all have the same texture that is attributed to the basic scene material.
The UVs in the screen cap, are just bad.
Easiest way to select UVs is to use polygon raycast selections to move them around. Good for separating out large sections.
- Maveritchell
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Re: Textures messed up on model
When you have a single polygon or group of polygons selected, and you want to see just them - in your texture editor (alt-7 window) click "view -> show selected" (or just check "auto show selected," which will keep it like that).[TFA]Padawan_Fighter wrote:Yeah...well eh, I know alot about UVs...and I have the whole model selected. And even at times when I only have a polygon selected, it still displays something like this:Not very easy to comprehend...Hidden/Spoiler:*sigh*
- [TFA]Padawan_Fighter
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Re: Textures messed up on model
Alright, thanks Mav, but I tried that, and still, every single polygon I'm selecting just shows a wooden texture. They are ALL messed up. I might just have to re-apply every single one manually....
note to self, never, EVER, make a model from Sketchup again.
note to self, never, EVER, make a model from Sketchup again.
- Maveritchell
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Re: Textures messed up on model
Welcome to texturing 101; if you want to get a well-done set of UVs you will be doing this pretty often anyway. That's why making a good model usually takes at least twice as long as just doing the modeling itself.[TFA]Padawan_Fighter wrote:I might just have to re-apply every single one manually....![]()
note to self, never, EVER, make a model from Sketchup again.
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VF501
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Re: Textures messed up on model
Each one also has the same wood texture because they are all sharing the same scene material.
To prevent this, select an object and do Get>Material>Phong, this will give the object its own Phong shader, and it will prevent each one from having the same texture.
To prevent this, select an object and do Get>Material>Phong, this will give the object its own Phong shader, and it will prevent each one from having the same texture.
